define([
  'exports',
  './Transforms-a05e5e6e',
  './Matrix2-13178034',
  './Matrix3-315394f6',
  './ComponentDatatype-f7b11d02',
  './CylinderGeometryLibrary-372c07d8',
  './defaultValue-0a909f67',
  './Check-666ab1a0',
  './GeometryAttribute-334718f8',
  './GeometryAttributes-f06a2792',
  './GeometryOffsetAttribute-04332ce7',
  './IndexDatatype-a55ceaa1',
  './Math-2dbd6b93',
  './VertexFormat-6b480673'
], function (
  exports,
  Transforms,
  Matrix2,
  Matrix3,
  ComponentDatatype,
  CylinderGeometryLibrary,
  defaultValue,
  Check,
  GeometryAttribute,
  GeometryAttributes,
  GeometryOffsetAttribute,
  IndexDatatype,
  Math$1,
  VertexFormat
) {
  'use strict'

  const radiusScratch = new Matrix2.Cartesian2()
  const normalScratch = new Matrix3.Cartesian3()
  const bitangentScratch = new Matrix3.Cartesian3()
  const tangentScratch = new Matrix3.Cartesian3()
  const positionScratch = new Matrix3.Cartesian3()

  /**
   * A description of a cylinder.
   *
   * @alias CylinderGeometry
   * @constructor
   *
   * @param {Object} options Object with the following properties:
   * @param {Number} options.length The length of the cylinder.
   * @param {Number} options.topRadius The radius of the top of the cylinder.
   * @param {Number} options.bottomRadius The radius of the bottom of the cylinder.
   * @param {Number} [options.slices=128] The number of edges around the perimeter of the cylinder.
   * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
   *
   * @exception {DeveloperError} options.slices must be greater than or equal to 3.
   *
   * @see CylinderGeometry.createGeometry
   *
   * @example
   * // create cylinder geometry
   * const cylinder = new Cesium.CylinderGeometry({
   *     length: 200000,
   *     topRadius: 80000,
   *     bottomRadius: 200000,
   * });
   * const geometry = Cesium.CylinderGeometry.createGeometry(cylinder);
   */
  function CylinderGeometry(options) {
    options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT)

    const length = options.length
    const topRadius = options.topRadius
    const bottomRadius = options.bottomRadius
    const vertexFormat = defaultValue.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT)
    const slices = defaultValue.defaultValue(options.slices, 128)

    //>>includeStart('debug', pragmas.debug);
    if (!defaultValue.defined(length)) {
      throw new Check.DeveloperError('options.length must be defined.')
    }
    if (!defaultValue.defined(topRadius)) {
      throw new Check.DeveloperError('options.topRadius must be defined.')
    }
    if (!defaultValue.defined(bottomRadius)) {
      throw new Check.DeveloperError('options.bottomRadius must be defined.')
    }
    if (slices < 3) {
      throw new Check.DeveloperError('options.slices must be greater than or equal to 3.')
    }
    if (defaultValue.defined(options.offsetAttribute) && options.offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.TOP) {
      throw new Check.DeveloperError('GeometryOffsetAttribute.TOP is not a supported options.offsetAttribute for this geometry.')
    }
    //>>includeEnd('debug');

    this._length = length
    this._topRadius = topRadius
    this._bottomRadius = bottomRadius
    this._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat)
    this._slices = slices
    this._offsetAttribute = options.offsetAttribute
    this._workerName = 'createCylinderGeometry'
  }

  /**
   * The number of elements used to pack the object into an array.
   * @type {Number}
   */
  CylinderGeometry.packedLength = VertexFormat.VertexFormat.packedLength + 5

  /**
   * Stores the provided instance into the provided array.
   *
   * @param {CylinderGeometry} value The value to pack.
   * @param {Number[]} array The array to pack into.
   * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
   *
   * @returns {Number[]} The array that was packed into
   */
  CylinderGeometry.pack = function (value, array, startingIndex) {
    //>>includeStart('debug', pragmas.debug);
    if (!defaultValue.defined(value)) {
      throw new Check.DeveloperError('value is required')
    }
    if (!defaultValue.defined(array)) {
      throw new Check.DeveloperError('array is required')
    }
    //>>includeEnd('debug');

    startingIndex = defaultValue.defaultValue(startingIndex, 0)

    VertexFormat.VertexFormat.pack(value._vertexFormat, array, startingIndex)
    startingIndex += VertexFormat.VertexFormat.packedLength

    array[startingIndex++] = value._length
    array[startingIndex++] = value._topRadius
    array[startingIndex++] = value._bottomRadius
    array[startingIndex++] = value._slices
    array[startingIndex] = defaultValue.defaultValue(value._offsetAttribute, -1)

    return array
  }

  const scratchVertexFormat = new VertexFormat.VertexFormat()
  const scratchOptions = {
    vertexFormat: scratchVertexFormat,
    length: undefined,
    topRadius: undefined,
    bottomRadius: undefined,
    slices: undefined,
    offsetAttribute: undefined
  }

  /**
   * Retrieves an instance from a packed array.
   *
   * @param {Number[]} array The packed array.
   * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
   * @param {CylinderGeometry} [result] The object into which to store the result.
   * @returns {CylinderGeometry} The modified result parameter or a new CylinderGeometry instance if one was not provided.
   */
  CylinderGeometry.unpack = function (array, startingIndex, result) {
    //>>includeStart('debug', pragmas.debug);
    if (!defaultValue.defined(array)) {
      throw new Check.DeveloperError('array is required')
    }
    //>>includeEnd('debug');

    startingIndex = defaultValue.defaultValue(startingIndex, 0)

    const vertexFormat = VertexFormat.VertexFormat.unpack(array, startingIndex, scratchVertexFormat)
    startingIndex += VertexFormat.VertexFormat.packedLength

    const length = array[startingIndex++]
    const topRadius = array[startingIndex++]
    const bottomRadius = array[startingIndex++]
    const slices = array[startingIndex++]
    const offsetAttribute = array[startingIndex]

    if (!defaultValue.defined(result)) {
      scratchOptions.length = length
      scratchOptions.topRadius = topRadius
      scratchOptions.bottomRadius = bottomRadius
      scratchOptions.slices = slices
      scratchOptions.offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute
      return new CylinderGeometry(scratchOptions)
    }

    result._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, result._vertexFormat)
    result._length = length
    result._topRadius = topRadius
    result._bottomRadius = bottomRadius
    result._slices = slices
    result._offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute

    return result
  }

  /**
   * Computes the geometric representation of a cylinder, including its vertices, indices, and a bounding sphere.
   *
   * @param {CylinderGeometry} cylinderGeometry A description of the cylinder.
   * @returns {Geometry|undefined} The computed vertices and indices.
   */
  CylinderGeometry.createGeometry = function (cylinderGeometry) {
    let length = cylinderGeometry._length
    const topRadius = cylinderGeometry._topRadius
    const bottomRadius = cylinderGeometry._bottomRadius
    const vertexFormat = cylinderGeometry._vertexFormat
    const slices = cylinderGeometry._slices

    if (length <= 0 || topRadius < 0 || bottomRadius < 0 || (topRadius === 0 && bottomRadius === 0)) {
      return
    }

    const twoSlices = slices + slices
    const threeSlices = slices + twoSlices
    const numVertices = twoSlices + twoSlices

    const positions = CylinderGeometryLibrary.CylinderGeometryLibrary.computePositions(length, topRadius, bottomRadius, slices, true)

    const st = vertexFormat.st ? new Float32Array(numVertices * 2) : undefined
    const normals = vertexFormat.normal ? new Float32Array(numVertices * 3) : undefined
    const tangents = vertexFormat.tangent ? new Float32Array(numVertices * 3) : undefined
    const bitangents = vertexFormat.bitangent ? new Float32Array(numVertices * 3) : undefined

    let i
    const computeNormal = vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent

    if (computeNormal) {
      const computeTangent = vertexFormat.tangent || vertexFormat.bitangent

      let normalIndex = 0
      let tangentIndex = 0
      let bitangentIndex = 0

      const theta = Math.atan2(bottomRadius - topRadius, length)
      const normal = normalScratch
      normal.z = Math.sin(theta)
      const normalScale = Math.cos(theta)
      let tangent = tangentScratch
      let bitangent = bitangentScratch

      for (i = 0; i < slices; i++) {
        const angle = (i / slices) * Math$1.CesiumMath.TWO_PI
        const x = normalScale * Math.cos(angle)
        const y = normalScale * Math.sin(angle)
        if (computeNormal) {
          normal.x = x
          normal.y = y

          if (computeTangent) {
            tangent = Matrix3.Cartesian3.normalize(Matrix3.Cartesian3.cross(Matrix3.Cartesian3.UNIT_Z, normal, tangent), tangent)
          }

          if (vertexFormat.normal) {
            normals[normalIndex++] = normal.x
            normals[normalIndex++] = normal.y
            normals[normalIndex++] = normal.z
            normals[normalIndex++] = normal.x
            normals[normalIndex++] = normal.y
            normals[normalIndex++] = normal.z
          }

          if (vertexFormat.tangent) {
            tangents[tangentIndex++] = tangent.x
            tangents[tangentIndex++] = tangent.y
            tangents[tangentIndex++] = tangent.z
            tangents[tangentIndex++] = tangent.x
            tangents[tangentIndex++] = tangent.y
            tangents[tangentIndex++] = tangent.z
          }

          if (vertexFormat.bitangent) {
            bitangent = Matrix3.Cartesian3.normalize(Matrix3.Cartesian3.cross(normal, tangent, bitangent), bitangent)
            bitangents[bitangentIndex++] = bitangent.x
            bitangents[bitangentIndex++] = bitangent.y
            bitangents[bitangentIndex++] = bitangent.z
            bitangents[bitangentIndex++] = bitangent.x
            bitangents[bitangentIndex++] = bitangent.y
            bitangents[bitangentIndex++] = bitangent.z
          }
        }
      }

      for (i = 0; i < slices; i++) {
        if (vertexFormat.normal) {
          normals[normalIndex++] = 0
          normals[normalIndex++] = 0
          normals[normalIndex++] = -1
        }
        if (vertexFormat.tangent) {
          tangents[tangentIndex++] = 1
          tangents[tangentIndex++] = 0
          tangents[tangentIndex++] = 0
        }
        if (vertexFormat.bitangent) {
          bitangents[bitangentIndex++] = 0
          bitangents[bitangentIndex++] = -1
          bitangents[bitangentIndex++] = 0
        }
      }

      for (i = 0; i < slices; i++) {
        if (vertexFormat.normal) {
          normals[normalIndex++] = 0
          normals[normalIndex++] = 0
          normals[normalIndex++] = 1
        }
        if (vertexFormat.tangent) {
          tangents[tangentIndex++] = 1
          tangents[tangentIndex++] = 0
          tangents[tangentIndex++] = 0
        }
        if (vertexFormat.bitangent) {
          bitangents[bitangentIndex++] = 0
          bitangents[bitangentIndex++] = 1
          bitangents[bitangentIndex++] = 0
        }
      }
    }

    const numIndices = 12 * slices - 12
    const indices = IndexDatatype.IndexDatatype.createTypedArray(numVertices, numIndices)
    let index = 0
    let j = 0
    for (i = 0; i < slices - 1; i++) {
      indices[index++] = j
      indices[index++] = j + 2
      indices[index++] = j + 3

      indices[index++] = j
      indices[index++] = j + 3
      indices[index++] = j + 1

      j += 2
    }

    indices[index++] = twoSlices - 2
    indices[index++] = 0
    indices[index++] = 1
    indices[index++] = twoSlices - 2
    indices[index++] = 1
    indices[index++] = twoSlices - 1

    for (i = 1; i < slices - 1; i++) {
      indices[index++] = twoSlices + i + 1
      indices[index++] = twoSlices + i
      indices[index++] = twoSlices
    }

    for (i = 1; i < slices - 1; i++) {
      indices[index++] = threeSlices
      indices[index++] = threeSlices + i
      indices[index++] = threeSlices + i + 1
    }

    let textureCoordIndex = 0
    if (vertexFormat.st) {
      const rad = Math.max(topRadius, bottomRadius)
      for (i = 0; i < numVertices; i++) {
        const position = Matrix3.Cartesian3.fromArray(positions, i * 3, positionScratch)
        st[textureCoordIndex++] = (position.x + rad) / (2.0 * rad)
        st[textureCoordIndex++] = (position.y + rad) / (2.0 * rad)
      }
    }

    const attributes = new GeometryAttributes.GeometryAttributes()
    if (vertexFormat.position) {
      attributes.position = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
        componentsPerAttribute: 3,
        values: positions
      })
    }

    if (vertexFormat.normal) {
      attributes.normal = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: normals
      })
    }

    if (vertexFormat.tangent) {
      attributes.tangent = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: tangents
      })
    }

    if (vertexFormat.bitangent) {
      attributes.bitangent = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: bitangents
      })
    }

    if (vertexFormat.st) {
      attributes.st = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 2,
        values: st
      })
    }

    radiusScratch.x = length * 0.5
    radiusScratch.y = Math.max(bottomRadius, topRadius)

    const boundingSphere = new Transforms.BoundingSphere(Matrix3.Cartesian3.ZERO, Matrix2.Cartesian2.magnitude(radiusScratch))

    if (defaultValue.defined(cylinderGeometry._offsetAttribute)) {
      length = positions.length
      const offsetValue = cylinderGeometry._offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.NONE ? 0 : 1
      const applyOffset = new Uint8Array(length / 3).fill(offsetValue)
      attributes.applyOffset = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE,
        componentsPerAttribute: 1,
        values: applyOffset
      })
    }

    return new GeometryAttribute.Geometry({
      attributes: attributes,
      indices: indices,
      primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES,
      boundingSphere: boundingSphere,
      offsetAttribute: cylinderGeometry._offsetAttribute
    })
  }

  let unitCylinderGeometry

  /**
   * Returns the geometric representation of a unit cylinder, including its vertices, indices, and a bounding sphere.
   * @returns {Geometry} The computed vertices and indices.
   *
   * @private
   */
  CylinderGeometry.getUnitCylinder = function () {
    if (!defaultValue.defined(unitCylinderGeometry)) {
      unitCylinderGeometry = CylinderGeometry.createGeometry(
        new CylinderGeometry({
          topRadius: 1.0,
          bottomRadius: 1.0,
          length: 1.0,
          vertexFormat: VertexFormat.VertexFormat.POSITION_ONLY
        })
      )
    }
    return unitCylinderGeometry
  }

  exports.CylinderGeometry = CylinderGeometry
})
